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gringoyle
12-08-2011, 08:02 PM
<p>In my opinion, pvp in Freeport has been a reall boost to the game and should even go as far as making Qeynos open pvp. I truly belive this will be a great thing. Good things can come from simple mistakes, embrase them. I hope this thread  just takes off and gets some attention and makes soe really consider making the citys open pvp or at least freeport and qeynos....after all there is still four other citys.</p><p>-Sewerx, Nagafen Server</p>

Balrok
12-08-2011, 09:23 PM
<p>Add level 100x4 guards around places of interest and it's perfect.  This would include banks, reforger, crafting areas, merch npc.  They keep citizens safe from PvP in "hub" areas.  The rest of the 100x4 guards can roam the city looking for intruders.  Run to them in need or just hover around them to keep you safe.  The rest of a city zone is fair game and gives you a sense of adventure in your own city.  Roof tops, back alleys.. it's a great open pvp zone!</p><p>It's a heck of alot more realistic and superior to this "immunity" thing you got going.  Embrace this mistake, adjust it and let the PvP community enjoy it.  PvP'ing in cities is NOT zone disruption... it's the reason you pick the PvP enabled server vs the rest.</p><p>Guards > Immunity = win</p><p>You will get a ton of returning players to Nagafen, as this is a preferred PvP style of game they wanted.  The rest will just remain hidden playing PvE... which is fine.  Or they can transfer.  It's a win, win.</p>

Omougi
12-08-2011, 10:37 PM
<p>We are definitely considering all sides of the current PVP situation in Freeport. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Shadowous Nightwing
12-08-2011, 11:30 PM
<p>Very good Ideas Exur and Sewerx, btw its Drog 90 brig freep. Qeynos has all those x4 95 guards that have pathing while we only have a very few x4 90 and up guards that have pathing. SO add more guards with pathing that will protect Freep players from the lvl 90 qeynos and exile players. Add open world pvp to all the city zones such as Timorous Deep Neriak and all 3 of the Qeynos city zones, Or Fix the mistake. Simple Fixes.</p>

Ahlana
12-08-2011, 11:44 PM
<cite>Shadowous Nightwing wrote:</cite><blockquote><p>Very good Ideas Exur and Sewerx, btw its Drog 90 brig freep. Qeynos has all those x4 95 guards that have pathing while we only have a very few x4 90 and up guards that have pathing. SO add more guards with pathing that will protect Freep players from the lvl 90 qeynos and exile players. Add open world pvp to all the city zones such as Timorous Deep Neriak and all 3 of the Qeynos city zones, Or Fix the mistake. Simple Fixes.</p></blockquote> I see them doing it for Qeynos only if they decide to keep it. Why because the other cities are starting Cities.. and those zones are carnaged upon entering,... kelethain ect.. I doubt they would change them all.. But Qeynos would be nice

Balrok
12-08-2011, 11:50 PM
<p><cite>Shadowous Nightwing wrote:</cite></p><blockquote><p>Add open world pvp to all the city zones such as Timorous Deep Neriak and all 3 of the Qeynos city zones</p></blockquote><p>These are starting cities.  I'd like them all enabled for PvP, but just start with the core reason for Nagafen.  Freeport vs Qeynos.  These two cities are not starting cities anymore, so they are open for PvP imho.   What Freeport is atm is a start (after adding guards) and enable it when you revamp Qeynos or go for it already and there you go.. Warfields are out there but it's city vs city... people invading and hunting down citizens while avoiding the guards.  Or protect your city by hunting down and killing intruders.  win win, freak'n win.</p><p>... I'm excited a dev responded if you couldn't tell.</p>

Vlahkmaak
12-09-2011, 12:00 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Add level 100x4 guards around places of interest and it's perfect.  This would include banks, reforger, crafting areas, merch npc.  They keep citizens safe from PvP in "hub" areas.  The rest of the 100x4 guards can roam the city looking for intruders.  Run to them in need or just hover around them to keep you safe.  The rest of a city zone is fair game and gives you a sense of adventure in your own city.  Roof tops, back alleys.. it's a great open pvp zone!</p><p>It's a heck of alot more realistic and superior to this "immunity" thing you got going.  Embrace this mistake, adjust it and let the PvP community enjoy it.  PvP'ing in cities is NOT zone disruption... it's the reason you pick the PvP enabled server vs the rest.</p><p>Guards > Immunity = win</p><p>You will get a ton of returning players to Nagafen, as this is a preferred PvP style of game they wanted.  The rest will just remain hidden playing PvE... which is fine.  Or they can transfer.  It's a win, win.</p></blockquote><p>+1 Do this.  Unflag Qeynos also please.</p>

Winter12345
12-09-2011, 12:01 AM
<p>please, PLEASE do not fix this! The PvP has been stellar since the GU went live, as finally we have a way to find those that afk or hide in the cities all day until the next wf. This reminds me of the time when people actually had to look "behind their backs," every time they were out in the wild. I want that time back, the adrenaline that came when a sudden PvP fight emerged out of no where.</p><p>It has been a blast so far. I agree with the other people that Qeynos should also be made an Open-PvP zone. Heck, go ahead and make Kelethin, Neriak, and New Halas open-pvp too! I mean, Freeport has really stimulated some good PvP so far.</p><p>+1</p>

Diaboloco
12-09-2011, 12:27 AM
<p>I'd like to see them add the effect that once an hour or so when a q hits 20 percent health or so they will experience damage immunity and a guard will escort that Q to the executioners square to be executed by Lucan himself.</p>

Peak
12-09-2011, 01:44 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Add level 100x4 guards around places of interest and it's perfect.  This would include banks, reforger, crafting areas, merch npc.  They keep citizens safe from PvP in "hub" areas.  The rest of the 100x4 guards can roam the city looking for intruders.  Run to them in need or just hover around them to keep you safe.  The rest of a city zone is fair game and gives you a sense of adventure in your own city.  Roof tops, back alleys.. it's a great open pvp zone!</p><p>It's a heck of alot more realistic and superior to this "immunity" thing you got going.  Embrace this mistake, adjust it and let the PvP community enjoy it.  PvP'ing in cities is NOT zone disruption... it's the reason you pick the PvP enabled server vs the rest.</p><p>Guards > Immunity = win</p><p>You will get a ton of returning players to Nagafen, as this is a preferred PvP style of game they wanted.  The rest will just remain hidden playing PvE... which is fine.  Or they can transfer.  It's a win, win.</p></blockquote><p>I don't think they should be level 100.</p><p>I don't think any place in the city should be "safe", but I think those guards should keep people from trying to get to that area.. but if someone really wanted to? I'm not sure, but the 10 level range might be too challenging for a group when you consider people dragging guards onto players. I'd say 95/98 for the guards. They should pressure enemy players, but not completely overwhelm them.</p>

Ayaka
12-09-2011, 02:05 AM
<p><cite>Omougi wrote:</cite></p><blockquote><p>We are definitely considering all sides of the current PVP situation in Freeport. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Awesome. </p>

Shadowous Nightwing
12-09-2011, 02:08 AM
<p><cite>Diaboloco wrote:</cite></p><blockquote><p>I'd like to see them add the effect that once an hour or so when a q hits 20 percent health or so they will experience damage immunity and a guard will escort that Q to the executioners square to be executed by Lucan himself.</p></blockquote><p>Would be Freaking Awesome</p>

Ssue
12-09-2011, 02:16 AM
<p>Open up Qeynos also, and remove coin and item drops while in the city and it works for me. I need the ability though to conduct business without risk of lose.</p>

Shadowous Nightwing
12-09-2011, 02:21 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Open up Qeynos also, and remove coin and item drops while in the city and it works for me. I need the ability though to conduct business without risk of lose.</p></blockquote><p>Thats what Guild Halls are for bro</p>

Peak
12-09-2011, 02:47 AM
<p>There is so much potential for awesomeness beginning with this change.</p><p>Fingers crossed that at least a fraction of what I suggested via email is implemented.</p>

Peak
12-09-2011, 03:29 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>Add level 100x4 guards around places of interest and it's perfect.  This would include banks, reforger, crafting areas, merch npc.  They keep citizens safe from PvP in "hub" areas.  The rest of the 100x4 guards can roam the city looking for intruders.  Run to them in need or just hover around them to keep you safe.  The rest of a city zone is fair game and gives you a sense of adventure in your own city.  Roof tops, back alleys.. it's a great open pvp zone!</p><p>It's a heck of alot more realistic and superior to this "immunity" thing you got going.  Embrace this mistake, adjust it and let the PvP community enjoy it.  PvP'ing in cities is NOT zone disruption... it's the reason you pick the PvP enabled server vs the rest.</p><p>Guards > Immunity = win</p><p>You will get a ton of returning players to Nagafen, as this is a preferred PvP style of game they wanted.  The rest will just remain hidden playing PvE... which is fine.  Or they can transfer.  It's a win, win.</p></blockquote><p>I don't think they should be level 100.</p><p>I don't think any place in the city should be "safe", but I think those guards should keep people from trying to get to that area.. but if someone really wanted to? I'm not sure, but the 10 level range might be too challenging for a group when you consider people dragging guards onto players. I'd say 95/98 for the guards. They should pressure enemy players, but not completely overwhelm them.</p></blockquote><p>Having seen the level 100 epic just absolutely steamroll (read: one shot) a group.. I'm even further convinced that 98 should be the max level these guards could be.</p><p>Also:</p><p>Two changes, however, that I feel are very important are: 1) guards should be oblivious to players attacking them from the same faction. After the epic finished off the Qeynos players, it started in on the Freeport players. That doesn't make sense. He's supposed to protect them, not kill them! Perhaps they can be made non-attackable by players of the same faction? 2) The epic guards should not "lock" onto an enemy group. They should be similar to the public quest mobs. That way, they'll be a threat to everyone invading the city, not just the first group that accidentally tags them.</p>

Ilovecows
12-09-2011, 03:36 AM
<p>I am in support of this, and also the making of all curent city pvp zones open pvp zones.</p>

EndevorX
12-09-2011, 04:29 AM
<p><span style="color: #ff6600;">quoting things cause mods are slacking not merging threads</span></p><p><span style="color: #ff6600;">who is this omougi guy & where is his eq2players introduction</span></p><p><cite>[email protected] wrote:</cite></p><blockquote><p><span style="color: #ff6600;">just saying, a lot of proper ideas can be incorporated into city PvP(the 23rd unspoken point is revamping public quests & warfields to actually be interesting)</span></p><p><span style="color: #ff6600;"><strong>lets hope draconic bureaucracy doesnt stand in the way of true innovation</strong></span></p><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>Rothgar wrote:</cite></p><blockquote><p>What are your current concerns with the state of PvP in EQ2?</p><p>Separation of PvP/PvE stats?PvP Mechanics?Warfronts?Battlegrounds?Flying Mounts?Population?Something else?</p><p>Feel free to prioritize them in a list such as the one above.</p></blockquote><div><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=501059" target="_blank">Revised/Consolidated: 22 Points of Awesome-O for EQII PvP > EDITED 6-31-2011 10:55 AM -7 GMT</a></p><p><span style="color: #ff6600;">i suppose 30 points, given that there's a subordinate point on warfield/public quest design</span></p><p><span style="color: #ff6600;">24.) allow PvP while flying</span></p><p><span style="color: #ff6600;">25.) disable leaping/gliding on Nagafen at least thursday-monday (tues/wed being leaper/glider days)</span></p><p><span style="color: #ff6600;">26.) end warfield downtime, instate only a 10 minute hiatus between next round initiation</span></p><p><span style="color: #ff6600;">please take note of 16c (16 = hardmode version of PvP gear), which is post #4 in that thread =]</span></p><p><span style="color: #ff9900;">16c.) forging trinkets into their final product should require at least 10-50 kills in all encounter sizes, up to a full group (while solo, in a duo, trio, etc).</span></p><p><span style="color: #ff9900;"><strong>i'd also add 16d.) require a certain # of writs completed from a HARDMODE PvP WRIT AGENT, which only appears in zones flagged as a PVP HOT ZONE for the day </strong>(inspired from the last post in that thread via yellowbelly08 )</span></p></div><p><span style="color: #ff6600;">i also agree that it isn't realistic to suggest the complications with eq2 be refined into 20 words or less, because...</span></p><p><span style="color: #ff6600;">...i cant add the 24th-30th points into the TPOAFEP due to character limitations.</span></p><p><span style="color: #ff6600;">27.) the dungeon finder & battlegrounds must be sure to not allow entry if engaged in combat, as well. can't remember if that's still a problem for battlegrounds or not. ;o</span></p><p><span style="color: #ff6600;">28.) faction balance fame reset nullification as an incentive to betray (tallies should be assembled per tier, 10-19, 20-29, 30-39, 40-49, 50-59, 60-69, 70-79, 80-89, 90)</span></p><p><span style="font-size: 11px; font-style: italic; font-weight: bold;">[email protected] wrote:</span></p><div><blockquote><p><strong>3.) Faction Balance - Yes, players can choose what faction they play in, but why let the life of the game suffer?</strong></p><p>A. On Nagafen, Qeynos UNDOUBTEDLY outnumbers Freeport at level 90. This results in unenjoyable warfields, due to the lack of a contest.B. Open betrayal ABSENT <span style="text-decoration: line-through;">SPELL</span> FAME LOSS according to the relative tier/faction imbalance.- Players would be warned, UPON STARTING OR PROGRESSING the questline that would make them an Exile, that they would keep their <span style="text-decoration: line-through;">spells</span> fame if they successfully betrayed to the needy opposite faction & remained the same class.- Players would also be warned that, if they tried to return to the faction w/ an active player surplus/excess, they would lose their <span style="text-decoration: line-through;">spells</span> fame.B1. If a player is active (clocking in feats that would award adventurer XP) for 3+ hours a week, they are included in the weekly "balance" tally as "active players".B2. The tally would be recounted every week during a server downtime, to ensure no extra load would be on the server to accomodate this algorithm for equity.- The algorithm would check to see if adventurer XP would've been awarded at 5 minute intervals (once every 5 mins).- 36+ confirmed 5 minute intervals of adv. XP gain would tag a character an "active player"- After 40 confirmed 5 minute intervals of adv. XP gain, the algorithm would ignore review of that player, to bypass unnecessary strain on the bandwidth performing these calculations.B3. "Welcome_Info" would display how many more players in your tier could betray & keep your <span style="text-decoration: line-through;">spells</span> fame.- Active players wouldn't subtract from the allotment of "smuggled" betrayers required to obtain balance UNTIL they SUCCESSFULLY switched from good to evil, or vice versa.- If the allotment is reached, players would be warned of their impending <span style="text-decoration: line-through;">spell</span> fame loss UPON STARTING OR PROGRESSING the questline that would make them an Exile.- Active players already Exiled during the tally would be disregarded from the active player countB4. Balance Tally Example:- Freeport has 593 LVL 90 active players (doing feats that would otherwise award adv. XP for 3+ hrs/week)- Freeport has 904 LVL 90 inactive players (doing feats that would otherwise award adv. XP for less than 3 hrs/week)- Qeynos has 864 LVL 90 active players- Qeynos has 1203 LVL 90 inactive players- Qeynosian "Welcome_Info" menus would identify 271 <span style="text-decoration: line-through;">spell-reserving</span> fame-reserving slots of SUCCESSFUL betrayal to the opposite faction, as the same class.</p></blockquote></div><p><span style="color: #ff6600;">29.) more novel PvP mounts (flying/leaping, etc)</span></p><p><span style="color: #ff6600;">30.) actual PvP rank seasons with associated leaderboards & quality rewards</span></p><p><span style="color: #ff6600;">yes, eq2 pvp would be perfect if my list was adhered to.</span></p><p><span style="color: #ff6600;">but i believe the complications lay in either budget or design vision bureacracy. we on dat disappointment time brahs.</span></p><p><span style="color: #ff6600;">30a.) Choice of PvE item granted & made PvP (custom item name) -- "made PvP" is a possibly null condition if PvE/PvP separation is appropriately abolished</span></p><p><span style="color: #ff6600;">30b.) Choice of item having class restrictions removed (custom item name)</span></p><p><span style="color: #ff6600;">30c.</span><span style="color: #ff6600;">) </span><span style="color: #ff6600;">Choice of mount granted & given PvP on top of its normal PvE mods (custom mount name)</span></p><p><span style="color: #ff6600;">30d.)</span><span style="color: #ff6600;"> </span><span style="color: #ff6600;">Choice of account amnesty (perma-ban lifting)</span></p><p><span style="color: #ff6600;">30e.</span><span style="color: #ff6600;">) </span><span style="color: #ff6600;">Custom appearance gear texture & particle effect (custom item names)</span></p><p><span style="color: #ff6600;">30f.</span><span style="color: #ff6600;">) </span><span style="color: #ff6600;">Custom mount appearance texture & particle effect (custom item names)</span></p><p><span style="color: #ff6600;">30g.</span><span style="color: #ff6600;">) </span><span style="color: #ff6600;">Custom title</span></p><p><span style="color: #ff6600;">31.) Actually instate cross-faction chat through either "/shout" or "/ooc". We were told one would be, & we're wrongly left with only "/say" as cross-faction. Please fix ASAP.</span></p></blockquote></blockquote>

Valonia
12-09-2011, 06:14 AM
<p>If you do that at the very least remove immunity from guild halls as well and prohibit banning other factions' players from them (if that's even possible, never tried). There's no reason what so ever why unguilded players should be fresh for ripe in crafting/social areas (and nothing else is freeport/qeynos and the starter cities) but people in guilds can happily hide from being slauthered while they craft something valuable or are pondering at the broker over what to spent their plat on.</p>

Ahlana
12-09-2011, 10:00 AM
<cite>[email protected] wrote:</cite><blockquote><p>If you do that at the very least remove immunity from guild halls as well and prohibit banning other factions' players from them (if that's even possible, never tried). There's no reason what so ever why unguilded players should be fresh for ripe in crafting/social areas (and nothing else is freeport/qeynos and the starter cities) but people in guilds can happily hide from being slauthered while they craft something valuable or are pondering at the broker over what to spent their plat on.</p></blockquote> Unguilded people could do these things in Neriak or Timourous Deep or the Moors. All of which have immunity still.

Gneaux
12-09-2011, 10:02 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>If you do that<strong> at the very least remove immunity from guild halls</strong> as well and prohibit banning other factions' players from them (if that's even possible, never tried). There's no reason what so ever why unguilded players should be fresh for ripe in crafting/social areas (and nothing else is freeport/qeynos and the starter cities) but people in guilds can happily hide from being slauthered while they craft something valuable or are pondering at the broker over what to spent their plat on.</p></blockquote><p>NO WAY!! DO NOT remove immunity from guild halls.  We don't pay good plat and status upkeep on these places to be attacked by opposite faction. Besides, there is a work around that if they did, is to just shut the hall down to visiters,, but that would mean people would not be able to come to our hall to group/or get crafted goods made. </p><p>The PVP in the city limits needs to be fixed as well. This is an OBVIOUS exploit people are using on unsuspecting new players as well as returning players who are not expecting this and it needs to be fixed. Fixing means, taking back all the ill-gotten tokens people  have been getting from this exploit.</p>

Ahlana
12-09-2011, 11:10 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>This is an OBVIOUS exploit people are using on unsuspecting new players as well as returning players who are not expecting this and it needs to be fixed. Fixing means, taking back all the ill-gotten tokens people  have been getting from this exploit.</p></blockquote><p>How is it an exploit? Originally a bug? Sure.</p><p>But a Dev posted and they are well aware of it. And his post seems to lead one to believe that they are considering leaving it in. This notes that while it may be changed to non-PVP again, it certainly is not being considered an exploit by the Dev Team.</p><p>If they wanted they could've flipped the non-PVP switch either of yesterday or in todays patch.. but it isn't happening. It may not last but I do not believe they are considering PVP on a PVP server as an exploit. /shrug</p>

asaron
12-09-2011, 02:12 PM
<p>once again it took a bug to get the so called pro kids to come out and pvp   numerous zones with the  same pvp rules that are always barren !   carnage means jack to a 90 why was you guys not pvping every day in freeport  is it because you can now hit that guy that was afk at the broker or crafting  on his non geared alt    yep im pretty sure that is what it is!    why did the  wfp raids die off last year  lack of interst killing the same x2 daily     warfields you guys complain about the pve aspect of them   well how did that stop you coming out to  you know just pvp  hmmm    !   all of these people  that are currently pvping in freeport will be long gone  and no where to be found once again if freeport rules are reinstated     which to me is a good thing  if it takes a bug to get you to come out and fight  you dont need to be here !      cities are intended to be a safe haven for players !     </p>

Peak
12-09-2011, 02:20 PM
<p><cite>asaron wrote:</cite></p><blockquote><p>once again it took a bug to get the so called pro kids to come out and pvp   numerous zones with the  same pvp rules that are always barren !   carnage means jack to a 90 why was you guys not pvping every day in freeport  is it because you can now hit that guy that was afk at the broker or crafting  on his non geared alt    yep im pretty sure that is what it is!    why did the  wfp raids die off last year  lack of interst killing the same x2 daily     warfields you guys complain about the pve aspect of them   well how did that stop you coming out to  you know just pvp  hmmm    !   all of these people  that are currently pvping in freeport will be long gone  and no where to be found once again if freeport rules are reinstated     which to me is a good thing  if it takes a bug to get you to come out and fight  you dont need to be here !      cities are intended to be a safe haven for players !     </p></blockquote><p>Probably because carnage flag was not any form of PVP.</p><p>City PVP before this change consisted of going into the enemy city and standing around waiting for one of two things to happen.</p><p>1) Nothing2) The other faction to gather an x4 or more to fight your group before engaging.</p><p>This change is a wonderful thing. PVP should be OPEN on a PVP server, not full of restrictions and limitations.</p><p>And with a change to guards, the cities would still be relatively safe.</p>

asaron
12-09-2011, 02:29 PM
<p>ahh confirmations its a wonderful bug cause now i can kill that afk  broker guy or the poor crafter that wouldnt engage the x4 of frothing kids   yep just what i figured      yet you danced around my questions of why arent all of you out pvping in one of the many numerous zones that have the rule set  you want for the city   </p>

Peak
12-09-2011, 02:44 PM
<p><cite>asaron wrote:</cite></p><blockquote><p>ahh confirmations its a wonderful bug cause now i can kill that afk  broker guy or the poor crafter that wouldnt engage the x4 of frothing kids   yep just what i figured      yet you danced around my questions of why arent all of you out pvping in one of the many numerous zones that have the rule set  you want for the city   </p></blockquote><p>I haven't killed anyone in the city. I've been sitting around on a level 4 in Freeport observing.</p><p>I've been watching people PVP and talking to players from both factions.</p><p>Your reaction is one of the rarer types. It seems most PVPers on the server actually enjoy this change - in both Freeport and Qeynos.</p>

EQ2Player
12-09-2011, 03:00 PM
<p>downloading the game again pretty much because of this thread. Don't have much faith in EQ2 developers investing much in PVP, but this "accident" is enough to draw in some of the PVP lurkers. </p><p>I'd imagine there are a ton of PVP folks out there lurking that just need incentive.</p>

Snached
12-09-2011, 03:40 PM
<p style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;">I like it a lot.<img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></span></p><p style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;"> Do the same thing to Qeynos and give everyone the option to turn it on and off in guild halls and house for the ones that need some place save..everyone is happy ..</span></p>

Rahatmattata
12-09-2011, 03:51 PM
<p><cite>Omougi wrote:</cite></p><blockquote><p>We are definitely considering all sides of the current PVP situation in Freeport. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Nice. Please don't change all the guards to high level epics though. If you implement powerful guards that invading players stand no chance against, native players will simply hide behind the guards effectively immune to pvp. The guards should definitly be powerful and viable protection for the city's citizens, but they should not be godlike.</p><p>Consider having different level guards in different parts of the city. Low level players would still be able to pvp in certain parts of the city where lower level guards are. They would have to be extremely careful in other parts of the city where the most powerful guards roam. Higher level players would have to stay around certain parts of the city if they want guard protection from other high level players.</p><p>One or two godlike guards that roam the city would be okay, but making every one of them 100x4 is silly. Aggroing a guard should not mean automatic instant defeat. All that said, from a level 39 perspective, I think the guards in Freeport are fine the way they are. You really are limited to the lower half of east freeport, and the broker area of south freeport. As a 90 if you want guard protection, stay in west freeport.</p>

Neskonlith
12-09-2011, 04:03 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>The guards should definitly be powerful and viable protection for the city's citizens, but they should not be godlike.</p></blockquote><p>Considering the current x4 epic guards are being solo'd by players, the guards would need to be boosted up to 100x4 to become powerful and viable protectors.</p>

Peak
12-09-2011, 04:04 PM
<p>All guards in the city (both of them) need to be level 95 or 98. NOT 100.</p><p>Not all epics.</p><p>In addition, heroic guards need to be buffed up. They may have been powerful back in 2004, but they're absolutely gimped now (and have been for a while). They need to do more damage and they need more health.</p><p>I don't think epics need to be adjusted in any way. Their damage is strong if they aren't being tanked, but they still give added pressure if they are.</p><p>With high level guards all over, you won't have just one epic on you. You might have one epic and several heroics on you. That's much better. It's not game over for people invading, but it's added pressure. Attacking players in the city should be risky. It should be dangerous, and the guards need to be revamped so that it -is- dangerous.</p>

Peak
12-09-2011, 04:06 PM
<p><cite>Neskonlith wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>The guards should definitly be powerful and viable protection for the city's citizens, but they should not be godlike.</p></blockquote><p>Considering the current x4 epic guards are being solo'd by players, the guards would need to be boosted up to 100x4 to become powerful and viable protectors.</p></blockquote><p>100 is far too powerful. The extra 2-5 levels really does a lot. I've witnessed that on more than one occassion.</p><p>While the x4 guards may be soloable while by yourself and alone, it's a different story when it's an x4 guard fighting people in the middle of a big PVP battle. It really does a lot of damage, and players really can't sit and focus on the guard to kill it, so it's mostly able to roam free.</p><p>If they unlock epic guards (similar to public quests) so that it can attack any player, and not just the group it's originally engaged with, we'll see a lot more random behavior from guards during PVP battles.</p>

Neskonlith
12-09-2011, 04:24 PM
<p>Whatever the value ends up, a little fine tuning and boosting is required to make guards become a respectable danger instead of a minor distraction.</p><p>Also, the guards should be programmed to /teabag fallen enemies to give Freeport some of it's flavour back.</p>

Rahatmattata
12-09-2011, 04:32 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Open up Qeynos also, and remove coin and item drops while in the city and it works for me. I need the ability though to conduct business without risk of lose.</p></blockquote><p>I agree with this.</p><p>And leave the starting cities carnage flagged.</p>

Rahatmattata
12-09-2011, 04:34 PM
<p><cite>Ahlana wrote:</cite></p><blockquote><cite>[email protected] wrote:</cite><blockquote><p>If you do that at the very least remove immunity from guild halls as well and prohibit banning other factions' players from them (if that's even possible, never tried). There's no reason what so ever why unguilded players should be fresh for ripe in crafting/social areas (and nothing else is freeport/qeynos and the starter cities) but people in guilds can happily hide from being slauthered while they craft something valuable or are pondering at the broker over what to spent their plat on.</p></blockquote> Unguilded people could do these things in Neriak or Timourous Deep or the Moors. All of which have immunity still.</blockquote><p>Why even have broker and merchant NPCs and crafting areas in Freeport then? Might as well remove everything except quest NPCs, and guards.</p>

Neskonlith
12-09-2011, 05:00 PM
<p>Sounds like a great idea: remove all the reasons for anyone to go outside in Freeport!</p>

Ssue
12-09-2011, 06:23 PM
<p><cite>Shadowous Nightwing wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>Open up Qeynos also, and remove coin and item drops while in the city and it works for me. I need the ability though to conduct business without risk of lose.</p></blockquote><p>Thats what Guild Halls are for bro</p></blockquote><p>No, they are not!  If I want to buy something from someones house to save the broker fee, or use any of my cities services I don't want to be at risk of loosing my coin and items.  I shouldn't have to plan my route to use immunity to prevent loosing a couple hundred plat.  I am for the PvP in the city, just remove the coin/item drop, (in the city only).</p><p>Or, make small areas in the city immunity zones. Crafting, banking, commerce areas, and in front of homes/inns.</p>

Peak
12-09-2011, 06:38 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>Shadowous Nightwing wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>Open up Qeynos also, and remove coin and item drops while in the city and it works for me. I need the ability though to conduct business without risk of lose.</p></blockquote><p>Thats what Guild Halls are for bro</p></blockquote><p>No, they are not!  If I want to buy something from someones house to save the broker fee, or use any of my cities services I don't want to be at risk of loosing my coin and items.  I shouldn't have to plan my route to use immunity to prevent loosing a couple hundred plat.  I am for the PvP in the city, just remove the coin/item drop, (in the city only).</p><p>Or, make small areas in the city immunity zones. Crafting, banking, commerce areas, and in front of homes/inns.</p></blockquote><p>I'm so against any immunity that I'm definitely for disabling coin dropping in city zones.</p>

Balrok
12-09-2011, 06:55 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>If I want to buy something from someones house to save the broker fee, or use any of my cities services I don't want to be at risk of loosing my coin and items.  I shouldn't have to plan my route to use immunity to prevent loosing a couple hundred plat.  I am for the PvP in the city, just remove the coin/item drop, (in the city only).</p><p>Or, make small areas in the city immunity zones. Crafting, banking, commerce areas, and in front of homes/inns.</p></blockquote><p>I'm so against any immunity that I'm definitely for disabling coin dropping in city zones.</p></blockquote><p>PvP... it's dangerous out there.  Keep the plat drops imho.  I like risk!</p>

Peak
12-09-2011, 07:06 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>If I want to buy something from someones house to save the broker fee, or use any of my cities services I don't want to be at risk of loosing my coin and items.  I shouldn't have to plan my route to use immunity to prevent loosing a couple hundred plat.  I am for the PvP in the city, just remove the coin/item drop, (in the city only).</p><p>Or, make small areas in the city immunity zones. Crafting, banking, commerce areas, and in front of homes/inns.</p></blockquote><p>I'm so against any immunity that I'm definitely for disabling coin dropping in city zones.</p></blockquote><p>PvP... it's dangerous out there.  Keep the plat drops imho.  I like risk!</p></blockquote><p>I do too, but I'm willing to compromise.</p>

Shadowous Nightwing
12-09-2011, 07:30 PM
<p>I am for keeping the open pvp in Freeport and making Qeynos and open pvp zone as well, Just make them count as city kills. Now with our lovely SoE dev team not doing anything about it to make it fair once again it shows us Freeport players that Sony Online Entertainment is Racist against any other faction except for Qeynos. This is Friday the unentended pvp zone that is Freeport City happened Wednesday and all Sony has said is</p><p><cite>Omougi wrote:</cite></p><blockquote><p>We are definitely considering all sides of the current PVP situation in Freeport. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Now Something needs to be done to show the Freeport Faction Players that Sony is not strictly on the side of Qeynos. So Either due a quick patch and remove the open pvp in Freeport till Qeynos has been revamped or Open Qeynos up to open pvp rules and give freeport more conned to 90 guards that has pathing in all of the New Freeport like Qeynos Guards currently do.</p>

EndevorX
12-09-2011, 08:39 PM
<p><cite>Shadowous Nightwing wrote:</cite></p><blockquote><p>I am for keeping the open pvp in Freeport and making Qeynos and open pvp zone as well, Just make them count as city kills. Now with our lovely SoE dev team not doing anything about it to make it fair once again it shows us Freeport players that Sony Online Entertainment is Racist against any other faction except for Qeynos. This is Friday the unentended pvp zone that is Freeport City happened Wednesday and all Sony has said is</p><p><cite>Omougi wrote:</cite></p><blockquote><p>We are definitely considering all sides of the current PVP situation in Freeport. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Now Something needs to be done to show the Freeport Faction Players that Sony is not strictly on the side of Qeynos. So Either due a quick patch and remove the open pvp in Freeport till Qeynos has been revamped or Open Qeynos up to open pvp rules and give freeport more conned to 90 guards that has pathing in all of the New Freeport like Qeynos Guards currently do.</p></blockquote><p><span style="color: #ff6600;">i conquer.</span></p>

Vlahkmaak
12-09-2011, 08:49 PM
<p>Best way to make the guards more annoying is add  mandate effect to all of them.  That would do it.</p>

Peak
12-09-2011, 11:00 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Best way to make the guards more annoying is add  mandate effect to all of them.  That would do it.</p></blockquote><p>I think that's too much.</p><p>I thought about a temporary memwipe randomly, to add some randomness to PVP fights with guards.</p><p>Not a full memwipe, but dropping the fighter down to second on the hate meter. Let it go hit some people that can't take hits as well.</p>

gdawg311
12-10-2011, 12:19 AM
<p>Freeport and Qeynos should be open pvp, just the way freeport is now, that is all. its great... add some gaurds but thats it... if u need to conduct business do it in the guild hall you have been doing it in for years</p>

EndevorX
12-10-2011, 04:41 AM
<p><span style="color: #ff6600;">imo, simplest & most proper form for pvp invigoration (given...whatever the heck the deal is) is leaving guards deh phunk alone</span></p><p><span style="color: #ff6600;">NPC involvement should be shunned in pvp warfields</span></p><p><span style="color: #ff6600; font-size: medium;">· instead, emplacement repair requiring: a. certain rare-drops in specific zones b. simultaneous effort c. plural, consolidated effort</span></p><p><span style="color: #ff6600; font-size: medium;">· manned station emplacement damaging: a. certain rare-drops in specific zones b. simultaneous effort c. plural, consolidated effort d. simple, singular 1-player use</span></p><p><span style="color: #ff6600; font-size: medium;">· adjustment/relocation of offensive/defensive stations/utilities requiring: a. certain rare-drops in specific zones b. simultaneous effort c. plural, consolidated effort</span></p><p><span style="color: #ff6600;"> <span style="font-size: medium;">· region-adjusted stages</span></span></p><p><span style="color: #ff6600;">just raging cause nubs will interfere with the glory of potential at all levels, as is always the case</span></p><p><span style="color: #ff6600;">forgive me o gamer brethren, for i have failt thee, having not yet studied los software engineeringnosninos, that gaming might be saved :{</span></p><p><span style="color: #ff6600;">i jest in self-exaltation, for all wisdom is of the LORD, though surely ye shall fear for me & worry that perception herein be not taken as excellence at the perpetuation of lusts from the adversary, but rather, the optimization of rest for the laboring as a manifestation of mercy & lenience.</span></p>

Ssue
12-10-2011, 11:29 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>If I want to buy something from someones house to save the broker fee, or use any of my cities services I don't want to be at risk of loosing my coin and items.  I shouldn't have to plan my route to use immunity to prevent loosing a couple hundred plat.  I am for the PvP in the city, just remove the coin/item drop, (in the city only).</p><p>Or, make small areas in the city immunity zones. Crafting, banking, commerce areas, and in front of homes/inns.</p></blockquote><p>I'm so against any immunity that I'm definitely for disabling coin dropping in city zones.</p></blockquote><p>PvP... it's dangerous out there.  Keep the plat drops imho.  I like risk!</p></blockquote><p>I do too, but I'm willing to compromise.</p></blockquote><p>I am enjoying the pvp and the risk for me is not that great as I usually remember to bank.  But, I am trying to think about the welfare of other players, specifically new players... and the not so bright ones! </p><p>Persons without guilds, new players, crafters, persons buying items from player housing should not be at risk for those of us that want to PvP in the city.</p> <p>I will concede immunity zones and leaving body drops for, more 90+ X4 epic guards in housing, commerce, and crafting areas.  Of course this may screw up quests that require us to infiltrate the opposing cities.  So, maybe it would be better to put the city back the way it was and give better incentives to PvP in the wild.  Such as the ones already purposed by others:</p> <p>- Rotating hot zones, daily or every couple of hours with increased token drops, fame, etc.</p> <p>- Better overland content to pull people out of instances; random (end level) named spawns in all overland zones, make us hunt for loot EQ1 style. </p> <p>- Speaking of loot, GIVE US NEW PvP LOOT TO EARN!</p>

Beansy
12-10-2011, 11:48 AM
<p>As it stands right now, if you dont want to pvp in the city, you can stay immune anyway. I dont see the issue with keeping this the way it is.</p>

Patan
12-10-2011, 01:05 PM
<p>I think they should implement something that if you controlled a certain thing (castle, landmark, etc) only your faction got access to certain things (dungeons, extra money on drops, bonus xp, etc).  Think DAoC had something similar as to where you controlled a battlefield, you got access to an area of the game... it's been a too long since I played to remember exactly.</p>

Ahlana
12-10-2011, 01:30 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>I think they should implement something that if you controlled a certain thing (castle, landmark, etc) only your faction got access to certain things (dungeons, extra money on drops, bonus xp, etc).  Think DAoC had something similar as to where you controlled a battlefield, you got access to an area of the game... it's been a too long since I played to remember exactly.</p></blockquote><p>Warhammer had that one dungeon where if you won control of it your side got to use it for awhile... and then it would open up for FFA again and the opposing side could enter and if they managed to oust ya, your side lost control and they got the right to it for awhile.</p><p>Fun concept...</p>

Neskonlith
12-10-2011, 02:42 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>I think they should implement something that if you controlled a certain thing (castle, landmark, etc) only your faction got access to certain things (dungeons, extra money on drops, bonus xp, etc).  Think DAoC had something similar as to where you controlled a battlefield, you got access to an area of the game... it's been a too long since I played to remember exactly.</p></blockquote><p>We used to have dozens/hundreds of players in raids, groups, soloing all fighting together retain control of Freeport TG, but the server hardware back then was old and SOE wanted a fast cheap easy fix, so they moved the writ giver and made it so pvp rewards were pvp-only which strangled player advancement via pvp, and killed off the fun. </p><p>Bluebies cried "zerg, wah!" as if it made farming instances superior, but we still had almost the whole server <span style="text-decoration: underline;">wanting</span> to pvp when the pvp rewards were <span style="text-decoration: underline;">equal</span> to pve rewards.</p><p>SOE killed it off because Freeport was victorious most often back then, and they always suck up to Qeynos!</p><p><img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p>

gringoyle
12-10-2011, 06:51 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>asaron wrote:</cite></p><blockquote><p>ahh confirmations its a wonderful bug cause now i can kill that afk  broker guy or the poor crafter that wouldnt engage the x4 of frothing kids   yep just what i figured      yet you danced around my questions of why arent all of you out pvping in one of the many numerous zones that have the rule set  you want for the city   </p></blockquote><p>I haven't killed anyone in the city. I've been sitting around on a level 4 in Freeport observing.</p><p>I've been watching people PVP and talking to players from both factions.</p><p>Your reaction is one of the rarer types. It seems most PVPers on the server actually enjoy this change - in both Freeport and Qeynos.</p></blockquote><p>You steal the words rigth out of my mouth on every post peak!</p><p>I fear our beloved Nagafen is filling with tired pvp players, who instead of moving to a new server or just going with the flow of the active pvp players who are the core of this server...imo. They rather  the game be changed to suit their needs and wants as opposed to keeping up with the rest of us. They want more rule sets to seperate the pvpers from them selves because they choose not to pvp any more!. This is crap in my oppinion, and this is all going on because they have this desire to stay on naggy not becuase its home but because its cool to be here and they can not subject them selves to just leaving and playing on a server that fits them, so they feel change is in order. Making it so they can pick and chose when to pvp, or not!... better suits their moods. They only want to die on thier terms, because they might loose something dear to them.... like plats!(omg). If you wanna play on naggy , play on naggy. If you don't want to pvp, avoide it, but please, do not push changes on pvp that make it less fun for the players you have come to love and respect (or hate), but yet for some reason can not bear to leave behind.</p><p>So if you choose to stick it out with us, do it and keep your mouth shut. The only seperation of pvp from pve should be done on non pvp servers. Why are you even here if not to pvp, kill other players or die... go ahead run away we wont really care. I truely can not belive that any one that plays on nagafen is against the new changes, I just can not belive it. You are either tired or scared...</p><p>-Sewerx, Nagefen</p>

EndevorX
12-10-2011, 07:06 PM
<p><cite>Ahlana wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>I think they should implement something that if you controlled a certain thing (castle, landmark, etc) only your faction got access to certain things (dungeons, extra money on drops, bonus xp, etc).  Think DAoC had something similar as to where you controlled a battlefield, you got access to an area of the game... it's been a too long since I played to remember exactly.</p></blockquote><p>Warhammer had that one dungeon where if you won control of it your side got to use it for awhile... and then it would open up for FFA again and the opposing side could enter and if they managed to oust ya, your side lost control and they got the right to it for awhile.</p><p>Fun concept...</p></blockquote><p><span style="color: #ff6600;">revitalized warfield victor bonuses are kind of an old concept that ive already gone through thoroughly</span></p><p><span style="color: #ff6600;">typical SOE bureaucracy shunning momentus innovation & proper invigoration, though.</span></p><p><span style="color: #ff6600;">the pvp rank adjustment has proven to be a failure, as well.</span></p><p><strong><span style="color: #ff6600;">ive spoken with many who obviously agree the classic pvp rank system must return, & WHO QUIT BECAUSE OF THIS.</span></strong></p><p><cite>[email protected] wrote:</cite></p><blockquote><p><span style="color: #ff6600;">quoting things cause mods are slacking not merging threads</span></p><p><span style="color: #ff6600;">who is this omougi guy & where is his eq2players introduction</span></p><p><cite>[email protected] wrote:</cite></p><blockquote><p><span style="color: #ff6600;">just saying, a lot of proper ideas can be incorporated into city PvP(the 23rd unspoken point is revamping public quests & warfields to actually be interesting)</span></p><p><span style="color: #ff6600;"><strong>lets hope draconic bureaucracy doesnt stand in the way of true innovation</strong></span></p><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>Rothgar wrote:</cite></p><blockquote><p>What are your current concerns with the state of PvP in EQ2?</p><p>Separation of PvP/PvE stats?PvP Mechanics?Warfronts?Battlegrounds?Flying Mounts?Population?Something else?</p><p>Feel free to prioritize them in a list such as the one above.</p></blockquote><div><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=501059" target="_blank">Revised/Consolidated: 22 Points of Awesome-O for EQII PvP > EDITED 6-31-2011 10:55 AM -7 GMT</a></p><p><span style="color: #ff6600;">i suppose 30 points, given that there's a subordinate point on warfield/public quest design</span></p><p><span style="color: #ff6600;">24.) allow PvP while flying</span></p><p><span style="color: #ff6600;">25.) disable leaping/gliding on Nagafen at least thursday-monday (tues/wed being leaper/glider days)</span></p><p><span style="color: #ff6600;">26.) end warfield downtime, instate only a 10 minute hiatus between next round initiation</span></p><p><span style="color: #ff6600;">please take note of 16c (16 = hardmode version of PvP gear), which is post #4 in that thread =]</span></p><p><span style="color: #ff9900;">16c.) forging trinkets into their final product should require at least 10-50 kills in all encounter sizes, up to a full group (while solo, in a duo, trio, etc).</span></p><p><span style="color: #ff9900;"><strong>i'd also add 16d.) require a certain # of writs completed from a HARDMODE PvP WRIT AGENT, which only appears in zones flagged as a PVP HOT ZONE for the day </strong>(inspired from the last post in that thread via yellowbelly08 )</span></p></div><p><span style="color: #ff6600;">i also agree that it isn't realistic to suggest the complications with eq2 be refined into 20 words or less, because...</span></p><p><span style="color: #ff6600;">...i cant add the 24th-30th points into the TPOAFEP due to character limitations.</span></p><p><span style="color: #ff6600;">27.) the dungeon finder & battlegrounds must be sure to not allow entry if engaged in combat, as well. can't remember if that's still a problem for battlegrounds or not. ;o</span></p><p><span style="color: #ff6600;">28.) faction balance fame reset nullification as an incentive to betray (tallies should be assembled per tier, 10-19, 20-29, 30-39, 40-49, 50-59, 60-69, 70-79, 80-89, 90)</span></p><p><span style="font-size: 11px; font-style: italic; font-weight: bold;">[email protected] wrote:</span></p><div><blockquote><p><strong>3.) Faction Balance - Yes, players can choose what faction they play in, but why let the life of the game suffer?</strong></p><p>A. On Nagafen, Qeynos UNDOUBTEDLY outnumbers Freeport at level 90. This results in unenjoyable warfields, due to the lack of a contest.B. Open betrayal ABSENT <span style="text-decoration: line-through;">SPELL</span> FAME LOSS according to the relative tier/faction imbalance.- Players would be warned, UPON STARTING OR PROGRESSING the questline that would make them an Exile, that they would keep their <span style="text-decoration: line-through;">spells</span> fame if they successfully betrayed to the needy opposite faction & remained the same class.- Players would also be warned that, if they tried to return to the faction w/ an active player surplus/excess, they would lose their <span style="text-decoration: line-through;">spells</span> fame.B1. If a player is active (clocking in feats that would award adventurer XP) for 3+ hours a week, they are included in the weekly "balance" tally as "active players".B2. The tally would be recounted every week during a server downtime, to ensure no extra load would be on the server to accomodate this algorithm for equity.- The algorithm would check to see if adventurer XP would've been awarded at 5 minute intervals (once every 5 mins).- 36+ confirmed 5 minute intervals of adv. XP gain would tag a character an "active player"- After 40 confirmed 5 minute intervals of adv. XP gain, the algorithm would ignore review of that player, to bypass unnecessary strain on the bandwidth performing these calculations.B3. "Welcome_Info" would display how many more players in your tier could betray & keep your <span style="text-decoration: line-through;">spells</span> fame.- Active players wouldn't subtract from the allotment of "smuggled" betrayers required to obtain balance UNTIL they SUCCESSFULLY switched from good to evil, or vice versa.- If the allotment is reached, players would be warned of their impending <span style="text-decoration: line-through;">spell</span> fame loss UPON STARTING OR PROGRESSING the questline that would make them an Exile.- Active players already Exiled during the tally would be disregarded from the active player countB4. Balance Tally Example:- Freeport has 593 LVL 90 active players (doing feats that would otherwise award adv. XP for 3+ hrs/week)- Freeport has 904 LVL 90 inactive players (doing feats that would otherwise award adv. XP for less than 3 hrs/week)- Qeynos has 864 LVL 90 active players- Qeynos has 1203 LVL 90 inactive players- Qeynosian "Welcome_Info" menus would identify 271 <span style="text-decoration: line-through;">spell-reserving</span> fame-reserving slots of SUCCESSFUL betrayal to the opposite faction, as the same class.</p></blockquote></div><p><span style="color: #ff6600;">29.) more novel PvP mounts (flying/leaping, etc)</span></p><p><span style="color: #ff6600;">30.) actual PvP rank seasons with associated leaderboards & quality rewards</span></p><p><span style="color: #ff6600;">yes, eq2 pvp would be perfect if my list was adhered to.</span></p><p><span style="color: #ff6600;">but i believe the complications lay in either budget or design vision bureacracy. we on dat disappointment time brahs.</span></p><p><span style="color: #ff6600;">30a.) Choice of PvE item granted & made PvP (custom item name) -- "made PvP" is a possibly null condition if PvE/PvP separation is appropriately abolished</span></p><p><span style="color: #ff6600;">30b.) Choice of item having class restrictions removed (custom item name)</span></p><p><span style="color: #ff6600;">30c.</span><span style="color: #ff6600;">) </span><span style="color: #ff6600;">Choice of mount granted & given PvP on top of its normal PvE mods (custom mount name)</span></p><p><span style="color: #ff6600;">30d.)</span><span style="color: #ff6600;"> </span><span style="color: #ff6600;">Choice of account amnesty (perma-ban lifting)</span></p><p><span style="color: #ff6600;">30e.</span><span style="color: #ff6600;">) </span><span style="color: #ff6600;">Custom appearance gear texture & particle effect (custom item names)</span></p><p><span style="color: #ff6600;">30f.</span><span style="color: #ff6600;">) </span><span style="color: #ff6600;">Custom mount appearance texture & particle effect (custom item names)</span></p><p><span style="color: #ff6600;">30g.</span><span style="color: #ff6600;">) </span><span style="color: #ff6600;">Custom title</span></p><p><span style="color: #ff6600;">31.) Actually instate cross-faction chat through either "/shout" or "/ooc". We were told one would be, & we're wrongly left with only "/say" as cross-faction. Please fix ASAP.</span></p></blockquote></blockquote></blockquote><p><span style="color: #ff6600;">to add to my 2nd post ITT, on...</span></p><p><span style="color: #ff6600; font-size: small;"><strong>why should guards be left alone?</strong></span></p><p><span style="color: #ff6600; font-size: small;"><strong>because quality PvP objectives RETAIN tasking individual people with literally killing their foe or allowing them to live.</strong></span></p><p><span style="color: #ff6600; font-size: small;"><strong>having NPC bots promote cowardly tactics from the defending home team is SOMETHING TO AVOID AT ALL COSTS.</strong></span></p>

Peak
12-11-2011, 04:01 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><span style="font-size: small; color: #ff6600;"><strong>why should guards be left alone?</strong></span></p><p><span style="font-size: small; color: #ff6600;"><strong>because quality PvP objectives RETAIN tasking individual people with literally killing their foe or allowing them to live.</strong></span></p><p><span style="font-size: small; color: #ff6600;"><strong>having NPC bots promote cowardly tactics from the defending home team is SOMETHING TO AVOID AT ALL COSTS.</strong></span></p></blockquote><p>This is exactly why I don't want any level 100 guards. They're too strong in comparison to a level 95 epic.</p><p>I'm all for PVP in the city, but I don't see anything stopping players at all or even challenging them when they ARE invading the city. I know this is a game, but come on - that's not really realistic.</p><p>That's why I want to add guards that will add some pressure to PVP fights in the city, and add a bit of challenge getting around. I want them to be annoying, and a hassle, but not something to be used as a tool to hide behind - much like the level 100 epic in Freeport is currently being used for.</p><p>In addition, there is an issue with guards that needs to be adjusted. After the epic guard has killed off whoever is on his hate list - whether it's one person or many - he'll stop and sit in one spot for around 5 seconds before completely resetting. During this time, he'll aggro no one, and people have been using that issue to get around a challenging component of city PVP.</p><p>Again, I think we do need more guards, but not to PREVENT PVP, just to make it more challenging and to give Freeport players the upper hand. It is THEIR city after all, shouldn't they have the homefield advantage?</p>

EndevorX
12-11-2011, 04:11 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><span style="color: #ff6600; font-size: small;"><strong>why should guards be left alone?</strong></span></p><p><span style="color: #ff6600; font-size: small;"><strong>because quality PvP objectives RETAIN tasking individual people with literally killing their foe or allowing them to live.</strong></span></p><p><span style="color: #ff6600; font-size: small;"><strong>having NPC bots promote cowardly tactics from the defending home team is SOMETHING TO AVOID AT ALL COSTS.</strong></span></p></blockquote><p>This is exactly why I don't want any level 100 guards. They're too strong in comparison to a level 95 epic.</p><p>I'm all for PVP in the city, but I don't see anything stopping players at all or even challenging them when they ARE invading the city. I know this is a game, but come on - that's not really realistic.</p><p>That's why I want to add guards that will add some pressure to PVP fights in the city, and add a bit of challenge getting around. I want them to be annoying, and a hassle, but not something to be used as a tool to hide behind - much like the level 100 epic in Freeport is currently being used for.</p><p>In addition, there is an issue with guards that needs to be adjusted. After the epic guard has killed off whoever is on his hate list - whether it's one person or many - he'll stop and sit in one spot for around 5 seconds before completely resetting. During this time, he'll aggro no one, and people have been using that issue to get around a challenging component of city PVP.</p><p>Again, I think we do need more guards, but not to PREVENT PVP, just to make it more challenging and to give Freeport players the upper hand. It is THEIR city after all, shouldn't they have the homefield advantage?</p></blockquote><p><span style="color: #ff6600;">this is why region-adjusted stages would be vital for a city-based PvP warfields.</span></p><p><span style="color: #ff6600;">aether/arcane/whatever barriers could bar foes from entering a certain portion of the enemy's city until whichever, multiple sequences were successfully toppled by the invaders.</span></p><p><span style="color: #ff6600;">but really, why does it matter if enemies successfully invade another city with no consequence?</span></p><p><span style="color: #ff6600;"><strong>if 1 faction doesnt have the numbers to match that of their foes, they may very well just forfeit attendance all together, which is something we've all seen many times in PvP history.</strong></span></p><p><span style="color: #ff6600;"><strong><em>you claim that automated PvP interference via NPCs is why you dont want lvl 100 guards, but if you agree that the current "hassle" should be magnified, then you still ignore the underlying issue, which is the promotion of cowardly tactics which you confess already being problematic even with the current allotment of NPC guards.</em></strong></span></p><p><span style="color: #ff6600;">imo, the only reason why NPC guards would need an escalated presence would be if our entire cities were actually DESTRUCTIBLE (which is something i touched upon in the EQ Next Principles to Abide by.</span></p><p><span style="color: #ff6600;">in that case, i think they'd only be called in as say, avatars of specific dieties restoring the intended order of things every 2 hrs, inflicting a temporary insta-death & spawn relocation upon invaders for 5 minutes or so.</span></p><p><cite>[email protected] wrote:</cite></p><blockquote><p><span style="color: #ff6600;">imo, simplest & most proper form for pvp invigoration (given...whatever the heck the deal is) is leaving guards deh phunk alone</span></p><p><span style="color: #ff6600;">NPC involvement should be shunned in pvp warfields</span></p><p><span style="color: #ff6600; font-size: medium;">· instead, emplacement repair requiring:a. certain rare-drops in specific zonesb. simultaneous effortc. plural, consolidated effort</span></p><p><span style="color: #ff6600; font-size: medium;">· manned station emplacement damaging:a. certain rare-drops in specific zonesb. simultaneous effortc. plural, consolidated effortd. simple, singular 1-player use</span></p><p><span style="color: #ff6600; font-size: medium;">· adjustment/relocation of offensive/defensive stations/utilities requiring:a. certain rare-drops in specific zonesb. simultaneous effortc. plural, consolidated effort</span></p><p><span style="color: #ff6600;"><span style="font-size: medium;">· region-adjusted stages</span></span></p><p><span style="color: #ff6600;">just raging cause nubs will interfere with the glory of potential at all levels, as is always the case</span></p><p><span style="color: #ff6600;">forgive me o gamer brethren, for i have failt thee, having not yet studied los software engineeringnosninos, that gaming might be saved :{</span></p><p><span style="color: #ff6600;">i jest in self-exaltation, for all wisdom is of the LORD, though surely ye shall fear for me & worry that perception herein be not taken as excellence at the perpetuation of lusts from the adversary, but rather, the optimization of rest for the laboring as a manifestation of mercy & lenience.</span></p></blockquote><p><span style="color: #ff6600;">as an aside, the PvP population is also suffering quite tremendously when compared to the past, though that may be due to the list of <strong>31 Points of Awesome-o for EQ2 PvP</strong> currently not being addressed.</span></p><p><span style="color: #ff6600;">though, a proper attempt at invigoration could include halving or quartering server transfers to Nagafen alone.</span></p><p><strong><span style="color: #ff6600;">those on the Freeport server should also be allowed a period of free transfer TO NAGAFEN, because they originally never had a F2P PvP option, which they now have.</span></strong></p>

Peak
12-11-2011, 04:35 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><span style="font-size: small; color: #ff6600;"><strong>why should guards be left alone?</strong></span></p><p><span style="font-size: small; color: #ff6600;"><strong>because quality PvP objectives RETAIN tasking individual people with literally killing their foe or allowing them to live.</strong></span></p><p><span style="font-size: small; color: #ff6600;"><strong>having NPC bots promote cowardly tactics from the defending home team is SOMETHING TO AVOID AT ALL COSTS.</strong></span></p></blockquote><p>This is exactly why I don't want any level 100 guards. They're too strong in comparison to a level 95 epic.</p><p>I'm all for PVP in the city, but I don't see anything stopping players at all or even challenging them when they ARE invading the city. I know this is a game, but come on - that's not really realistic.</p><p>That's why I want to add guards that will add some pressure to PVP fights in the city, and add a bit of challenge getting around. I want them to be annoying, and a hassle, but not something to be used as a tool to hide behind - much like the level 100 epic in Freeport is currently being used for.</p><p>In addition, there is an issue with guards that needs to be adjusted. After the epic guard has killed off whoever is on his hate list - whether it's one person or many - he'll stop and sit in one spot for around 5 seconds before completely resetting. During this time, he'll aggro no one, and people have been using that issue to get around a challenging component of city PVP.</p><p>Again, I think we do need more guards, but not to PREVENT PVP, just to make it more challenging and to give Freeport players the upper hand. It is THEIR city after all, shouldn't they have the homefield advantage?</p></blockquote><p><span style="color: #ff6600;">this is why region-adjusted stages would be vital for a city-based PvP warfields.</span></p><p><span style="color: #ff6600;">aether/arcane/whatever barriers could bar foes from entering a certain portion of the enemy's city until whichever, multiple sequences were successfully toppled by the invaders.</span></p><p><span style="color: #ff6600;">but really, why does it matter if enemies successfully invade another city with no consequence?</span></p><p><span style="color: #ff6600;"><strong>if 1 faction doesnt have the numbers to match that of their foes, they may very well just forfeit attendance all together, which is something we've all seen many times in PvP history.</strong></span></p><p><span style="color: #ff6600;"><strong><em>you claim that automated PvP interference via NPCs is why you dont want lvl 100 guards, but if you agree that the current "hassle" should be magnified, then you still ignore the underlying issue, which is the promotion of cowardly tactics which you confess already being problematic even with the current allotment of NPC guards.</em></strong></span></p><p><span style="color: #ff6600;">imo, the only reason why NPC guards would need an escalated presence would be if our entire cities were actually DESTRUCTIBLE (which is something i touched upon in the EQ Next Principles to Abide by.</span></p><p><span style="color: #ff6600;">in that case, i think they'd only be called in as say, avatars of specific dieties restoring the intended order of things every 2 hrs, inflicting a temporary insta-death & spawn relocation upon invaders for 5 minutes or so.</span></p></blockquote><p>It's simply the fact that I can walk into Freeport and wander around the entire zone without being attacked by a guard. That's the reason I want them buffed up to 95-98. It's stupid that they aren't already.</p>

EndevorX
12-11-2011, 04:57 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><span style="color: #ff6600; font-size: small;"><strong>why should guards be left alone?</strong></span></p><p><span style="color: #ff6600; font-size: small;"><strong>because quality PvP objectives RETAIN tasking individual people with literally killing their foe or allowing them to live.</strong></span></p><p><span style="color: #ff6600; font-size: small;"><strong>having NPC bots promote cowardly tactics from the defending home team is SOMETHING TO AVOID AT ALL COSTS.</strong></span></p></blockquote><p>This is exactly why I don't want any level 100 guards. They're too strong in comparison to a level 95 epic.</p><p>I'm all for PVP in the city, but I don't see anything stopping players at all or even challenging them when they ARE invading the city. I know this is a game, but come on - that's not really realistic.</p><p>That's why I want to add guards that will add some pressure to PVP fights in the city, and add a bit of challenge getting around. I want them to be annoying, and a hassle, but not something to be used as a tool to hide behind - much like the level 100 epic in Freeport is currently being used for.</p><p>In addition, there is an issue with guards that needs to be adjusted. After the epic guard has killed off whoever is on his hate list - whether it's one person or many - he'll stop and sit in one spot for around 5 seconds before completely resetting. During this time, he'll aggro no one, and people have been using that issue to get around a challenging component of city PVP.</p><p>Again, I think we do need more guards, but not to PREVENT PVP, just to make it more challenging and to give Freeport players the upper hand. It is THEIR city after all, shouldn't they have the homefield advantage?</p></blockquote><p><span style="color: #ff6600;">this is why region-adjusted stages would be vital for a city-based PvP warfields.</span></p><p><span style="color: #ff6600;">aether/arcane/whatever barriers could bar foes from entering a certain portion of the enemy's city until whichever, multiple sequences were successfully toppled by the invaders.</span></p><p><span style="color: #ff6600;">but really, why does it matter if enemies successfully invade another city with no consequence?</span></p><p><span style="color: #ff6600;"><strong>if 1 faction doesnt have the numbers to match that of their foes, they may very well just forfeit attendance all together, which is something we've all seen many times in PvP history.</strong></span></p><p><span style="color: #ff6600;"><strong><em>you claim that automated PvP interference via NPCs is why you dont want lvl 100 guards, but if you agree that the current "hassle" should be magnified, then you still ignore the underlying issue, which is the promotion of cowardly tactics which you confess already being problematic even with the current allotment of NPC guards.</em></strong></span></p><p><span style="color: #ff6600;">imo, the only reason why NPC guards would need an escalated presence would be if our entire cities were actually DESTRUCTIBLE (which is something i touched upon in the EQ Next Principles to Abide by.</span></p><p><span style="color: #ff6600;">in that case, i think they'd only be called in as say, avatars of specific dieties restoring the intended order of things every 2 hrs, inflicting a temporary insta-death & spawn relocation upon invaders for 5 minutes or so.</span></p></blockquote><p>It's simply the fact that I can walk into Freeport and wander around the entire zone without being attacked by a guard. That's the reason I want them buffed up to 95-98. It's stupid that they aren't already.</p></blockquote><p><span style="color: #ff6600;">i disagree with your want to promote the furthering of cowardice perpetuated by automated NPC interference.</span></p><p><span style="color: #ff6600;">i believe this specific niche within your mentality must be isolated & eradicated.</span></p>

Shadowous Nightwing
12-11-2011, 07:21 PM
<p><cite>gringoyle wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>asaron wrote:</cite></p><blockquote><p>ahh confirmations its a wonderful bug cause now i can kill that afk  broker guy or the poor crafter that wouldnt engage the x4 of frothing kids   yep just what i figured      yet you danced around my questions of why arent all of you out pvping in one of the many numerous zones that have the rule set  you want for the city   </p></blockquote><p>I haven't killed anyone in the city. I've been sitting around on a level 4 in Freeport observing.</p><p>I've been watching people PVP and talking to players from both factions.</p><p>Your reaction is one of the rarer types. It seems most PVPers on the server actually enjoy this change - in both Freeport and Qeynos.</p></blockquote><p>You steal the words rigth out of my mouth on every post peak!</p><p>I fear our beloved Nagafen is filling with tired pvp players, who instead of moving to a new server or just going with the flow of the active pvp players who are the core of this server...imo. They rather  the game be changed to suit their needs and wants as opposed to keeping up with the rest of us. They want more rule sets to seperate the pvpers from them selves because they choose not to pvp any more!. This is crap in my oppinion, and this is all going on because they have this desire to stay on naggy not becuase its home but because its cool to be here and they can not subject them selves to just leaving and playing on a server that fits them, so they feel change is in order. Making it so they can pick and chose when to pvp, or not!... better suits their moods. They only want to die on thier terms, because they might loose something dear to them.... like plats!(omg). If you wanna play on naggy , play on naggy. If you don't want to pvp, avoide it, but please, do not push changes on pvp that make it less fun for the players you have come to love and respect (or hate), but yet for some reason can not bear to leave behind.</p><p>So if you choose to stick it out with us, do it and keep your mouth shut. The only seperation of pvp from pve should be done on non pvp servers. Why are you even here if not to pvp, kill other players or die... go ahead run away we wont really care. I truely can not belive that any one that plays on nagafen is against the new changes, I just can not belive it. You are either tired or scared...</p><p>-Sewerx, Nagefen</p></blockquote><p>Sewerx I completely agree. Last Night The Forsaken Guild with 2 non guildies formed an x2 went to Qeynos Harbor and the Qeynosians were taunting but not attack about how we shouldn't be in their city with only a few being brave to attack. Now if SoE make all of Qeynos open pvp as Freeport is the game wouldn't have an unfair advantage to one faction toward the other. And Bring back exile pvp updates.</p><p>Drog, The Forsaken, Nagafen</p>

EndevorX
12-11-2011, 09:16 PM
<p><span style="color: #ff6600;">i also agree that city rules should be lifted in Qeynos, & preferably, everywhere...</span></p><p><span style="color: #ff6600;">the one thing that needs to be assured, are sound respawn options.</span></p><p><span style="color: #ff6600;">though, if Neriak, Kelethin, Gorowyn, & New Halas kept city rules, that would be a bonus for players electing to operate therein.</span></p><p><span style="color: #ff6600;"><strong>timorous deep, darklight woods, t1-t2 freeport/qeynos sub-zones, & new halas questing areas, however, MUST ABSOLUTELY FOREGO city PvP rules.</strong></span></p><p><span style="color: #ff6600;">having only Qeynos/Freeport disavow city PvP limits could positively promote that stereotypical good vs evil adversarialism, with the other cities as safe havens.</span></p><p><cite>Xawni said, in a PM to a dev:</cite></p><blockquote><p>Hey, You know, i know you guys have a small team out there and that it isnt easy to keep everyone happy, especially not on a pvp server. As a old pvp vet ( i started to pvp at like 28 in eq2, im 34 by now ) i saw it all. My most fun period was hands down pre eof 20+ locking, simply because the lowby zones pvp layout is just perfect. Zones like SH/FG/BB/WC, ANT/CL/TD/DLW make up for great pvp.. but there never really wasnt gear support, but people loved to pvp at  17-28, there were tons of guilds that were specialised in those tiers. Fun part was it was way easier to get a 1 v 1 or other squirmishes than at high end pvp, because people were roaming around alot more becasause of the big varity of zones, ok these zones are old, but still <a href="mailto:[email protected]">[email protected]</a> fun   <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> Sh pvp, priceless. I think its still a golden concept, and  now you guys are adding baby fableds it will be quite easy to revive that type of pvp.  The idea that new players leave the game because they run into pvp early is a myth imo. Infact i think it was more fun for them to get into pvp situations fast, and get that adreline and competitive feeling. Atm pvp is quite saltless because  it is way to easy to gear up, there isnt any rare pvp gear ( easy to add to nameds lootatables) that counts for all tiers. Low lvl locking in eq2 was unique, there is no mmo out there that has it like eq2 used to have. I dont believe it ever afected high end pvp or raiding, some people will want to lvl others dont. Hence i think people will come back to  Nagafen if pvp changes to that direction again. Raiding could start at lvl 10,  ( contesteds ) in ant/cl/td/dlw shouldnt be that hard to add and will pay off in the long run im sure. Back in the days where that type of pvp was popular Naga had a high pop all the time, you guys can bring that era back but even better, i really hope you realise that, by simply adding interesting outside futeres, i think warfields will become also more popular with a system like that i mean, people will be gearing/fighting nameds and eachother and then now and then join a wf in ant or any other zone, it would be great. It would be wise to avoid orchestraded pvp to much. PVE creates PVP, if you guys lure people to instances and zones all over the place people will run into eachother while they are after this or that heroic or epic. Pvp doesnt really create PVP, Orchestrated pvp with cookie cutter gear leads to boredom. I want to see, FRPS In Caves please help! messages again, or "  Mass pvp in ant need backup!" or, EPic up in DLW, frps about to attack it! stuff like that, frps should be attacking Q and visa versa, literly roam around eachothers cities  looking for a fight. Gl</p></blockquote><p><span style="color: #ff6600;">aITEM 2055890094 -579819220 0:[Humming Reactant]/a aITEM 552295374 -953135630 0:[Murmuring Reactant]/a</span></p><p><span style="color: #ff6600;">the research assistant-added, T2 & T3 (LVLs 10-19 & 20-29) recipes inspired Xawni -- an old level locker pal & respected, past top-tier raider -- to consider hoping for apt reform in giving some sound feedback.</span></p><p><span style="color: #ff6600;">the problem is, those items all suck with no ability mod, crit chance, & "must be engaged in PvP" tags.</span></p><p><span style="color: #ff6600;"> </span></p><p><span style="color: #ff6600;">i edit in this addition because Rothgar's thread is littered with chaotic, disorganized sentiments.</span></p>

Cigam
12-12-2011, 06:53 PM
<p><span style="color: #ff9900;">Do you ever make a quick reply Serili?</span></p>

Pink_Poodle
12-13-2011, 12:03 AM
<p>Servers going down tomorrow. I heard they're closing Freeport off for open PVP. Due to reforging. Is this true?</p><p>Because if it's really over reforging, refund the plat lost and add the ability for reforgers in guildhalls, and win-win etc.</p>

Ilovecows
12-13-2011, 12:43 AM
<p><cite>Pink_Poodle wrote:</cite></p><blockquote><p>Servers going down tomorrow. I heard they're closing Freeport off for open PVP. Due to reforging. Is this true?</p><p>Because if it's really over reforging, refund the plat lost and add the ability for reforgers in guildhalls, and win-win etc.</p></blockquote><p>Looking at the update notes it says nothing about changing the pvp rules of freeport.  So unless they don't care enough to even put it in the update notes, freeport is continuing as it currently is.</p>

Pink_Poodle
12-13-2011, 01:20 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>Pink_Poodle wrote:</cite></p><blockquote><p>Servers going down tomorrow. I heard they're closing Freeport off for open PVP. Due to reforging. Is this true?</p><p>Because if it's really over reforging, refund the plat lost and add the ability for reforgers in guildhalls, and win-win etc.</p></blockquote><p>Looking at the update notes it says nothing about changing the pvp rules of freeport.  So unless they don't care enough to even put it in the update notes, freeport is continuing as it currently is.</p></blockquote><p>Either that or ninja-ing but pls pls pls keep it the same. And the GH reforgers, unless each NPC does something special/unique (I don't know, don't have AOD..)</p>

Shadowous Nightwing
12-13-2011, 01:54 AM
<p>I guess SoE is still thinking about fixing the unfair advantage of Qeynosian being safe in Qeynos and Freeporters being easy targets for pvp in Freeport. IT Really Shows the player base that if you aren't playing Qeynos faction you get SCREWED by SOE.</p>

EndevorX
12-13-2011, 04:32 AM
<p><cite>Shadowous Nightwing wrote:</cite></p><blockquote><p>I guess SoE is still thinking about fixing the unfair advantage of Qeynosian being safe in Qeynos and Freeporters being easy targets for pvp in Freeport. IT Really Shows the player base that if you aren't playing Qeynos faction you get SCREWED by SOE.</p></blockquote><p><span style="color: #ff6600;">i think yer blowing this out of proportion & not considering the predominant consensus...</span></p><p><span style="color: #ff6600;">...which is the intention to convert current Qeynos pvp rules to absolve city restrictions</span></p><p><span style="color: #ff6600;"><font color="#ff6600"><p>cliffs:u wrongmost want qeynos no city pvp</p></font></span></p>

CowControl
12-13-2011, 01:26 PM
<p><cite>Neskonlith wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>I think they should implement something that if you controlled a certain thing (castle, landmark, etc) only your faction got access to certain things (dungeons, extra money on drops, bonus xp, etc).  Think DAoC had something similar as to where you controlled a battlefield, you got access to an area of the game... it's been a too long since I played to remember exactly.</p></blockquote><p>We used to have dozens/hundreds of players in raids, groups, soloing all fighting together retain control of Freeport TG, but the server hardware back then was old and SOE wanted a fast cheap easy fix, so they moved the writ giver and made it so pvp rewards were pvp-only which strangled player advancement via pvp, and killed off the fun. </p><p>Bluebies cried "zerg, wah!" as if it made farming instances superior, but we still had almost the whole server <span style="text-decoration: underline;">wanting</span> to pvp when the pvp rewards were <span style="text-decoration: underline;">equal</span> to pve rewards.</p><p>SOE killed it off because Freeport was victorious most often back then, and they always suck up to Qeynos!</p><p><img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p></blockquote><p>It was DAoC who get it before. It was Darkness Falls, a Realm Vs Realm (not pvp) dungeon. It opens to the realm that hold more keeps. When they change fronteirs, u also can port to some of the keeps if u realm control it and all the towers. But that game (best one) was way diferent pvp style, where u even need tactics to play and not just gear :p</p><p>About open pvp city... well is nice place to pvp, but kinda lame that u have to port to housing each min when u try do a quest there cos a raid x4 is running behind u like u drop a fabled chest (when not even lvl 90),and the other faction can do it safe. Same if u need buy anything from there. Soo open the other city/cities asap or fix it.</p>

Azekah1
12-14-2011, 04:50 PM
<p>this is very interesting, if they keep it open to pvp, I might actually resub</p>

Peak
12-14-2011, 04:52 PM
<p>From everything I've heard and been told, I estimate a 99% chance that Freeport PVP remains open.</p><p>Now whether they do anything with it after that, it's hard to tell. I hope they do!</p>

Neskonlith
12-14-2011, 06:54 PM
<p>We need the Freeport reforger moved to an immunity location so that we can also play with reforging in safety just like the Qs enjoy - making reforging a GH amenity is acceptable.</p><p>As it is, Freeport has all the risk and Qeynos has all the benefits, which is going a lil further than SOE usually does in making it easymode for Q-side.</p><p><img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p>

Gneaux
12-14-2011, 07:51 PM
<p>Simply put, this had better get fixed. There is no excuse to allow Qeynos to use the reforger in immunity and Freeport can't even get a good look at what the reforger has to offer without getting ganked, or hire a mercenary without getting ganked. This is unaccesptable to continue to allow this,, and I either want to see Qeynos at risk as well, or I want a reforger in Neriak, Gorowyn and the Moors. If Freeport does not get fixed, then I want no immunity in other city zones and that includes darklight woods, greater faydark, timerous deep, and new halas. It is inexcuseable to let this continue without any word on "when" this problem is going to get fixed. I mean tell now, why did I pay 8999 in SC for an expansion and have features that I am PAYING for be blocked or disrupt the flow of game play because a handful of idiots want to continue to partake in an obvious exploit.</p><p>Maybe we should just tell people don't buy Age of Destiny and plan to play on Nagafen until the city immunity is fixed. If its dollars that SOE cares about, then don't put any more in their pockets until the features we are PAYING for are useable with the same fairness by both factions.</p>

Ahlana
12-15-2011, 12:50 AM
<cite>[email protected] wrote:</cite><blockquote><p>From everything I've heard and been told, I estimate a 99% chance that Freeport PVP remains open.</p><p>Now whether they do anything with it after that, it's hard to tell. I hope they do!</p></blockquote> They need to decide and tell us.. It is getting old that Qeynos is not Open-PVP and we are. At the very least flip Qeynos to Open-PVP til they make a final decision

Neskonlith
12-15-2011, 01:57 AM
<p>Looks like no pvp fix tomorrow, <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=511720" target="_blank">but there's some Q-loving with weakening defences inside Freeport, from patch notes</a>:</p><p><span ><p style="margin: 0in 0in 0pt; padding-left: 60px;"><em><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;">The City of Freeport</span></span></em></p><p style="margin: 0in 0in 0pt; padding-left: 60px;"><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;">Guards that are level 95 in Freeport Militia House have been lowered to Level 65.</span></span></p><p style="margin: 0in 0in 0pt; padding-left: 60px;"><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;">Added a provisioner in Freeport Block & Tackle in South Freeport.</span></span></p><p style="margin: 0in 0in 0pt; padding-left: 60px;"> </p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p><p style="margin: 0in 0in 0pt;"> </p></span></p>

Proud_Silence
12-15-2011, 02:26 AM
<p>Lowering the already weak defenses in Freeport even more ? Just tonight i ran into a lvl 95 Epic guard in Elder Grove in Qeynos, thought that's like a suburb part of the city ... ? And you know what lvl the guards at South Freeport Bank are ? Like 36 Heroic.</p><p>What's going on ???</p>

Seliri
12-15-2011, 02:30 AM
<p><cite>Proud_Silence wrote:</cite></p><blockquote><p>Lowering the already weak defenses in Freeport even more ? Just tonight i ran into a lvl 95 Epic guard in Elder Grove in Qeynos, thought that's like a suburb part of the city ... ? And you know what lvl the guards at South Freeport Bank are ? Like 36 Heroic.</p><p>What's going on ???</p></blockquote><p><span style="color: #ff6600;">PvP promotion</span></p><p><span style="color: #ff6600;">u mad?</span></p><p><span style="color: #ff6600;">2 other cities & many guild halls available</span></p>

Peak
12-15-2011, 06:47 AM
<p>I'm assuming that change is to help people betray easier - or complete some sort of quest.</p><p>It shouldn't really affect us in any way, since it's in the militia house. Who goes there? No one.</p>

Rahatmattata
12-15-2011, 06:55 AM
<p>It's obvious so lower level players can complete the pve content that requires them to go in the militia house. Has nothing to do with PvP.</p>

Shadowous Nightwing
12-15-2011, 08:00 AM
<p><cite>Proud_Silence wrote:</cite></p><blockquote><p>Lowering the already weak defenses in Freeport even more ? Just tonight i ran into a lvl 95 Epic guard in Elder Grove in Qeynos, thought that's like a suburb part of the city ... ? And you know what lvl the guards at South Freeport Bank are ? Like 36 Heroic.</p><p>What's going on ???</p></blockquote><p>Sony is Showing their Love of the Beloved Sonyeq city of Qeynos and saying To Hell with Freeport players. There is only one protion of Freeport that has lvl 95 Heroic guards roaming Freeport and that is South Freeport around the South Freeport Guild Hall. But Yet Sony is still considering the pvp in Freeport since they broke the city pvp rules during the upday of GU62. I like the pvp in freeport atm just wish it was fair for us freeporters to beable to go to Qeynos and attack all the afkers or run through all the people reforging or highering their mercs like the Q's can to us atm with out fear of a raoming guard who will con to them and aggro at level 90.</p>

Proud_Silence
12-15-2011, 10:19 AM
<p><cite>Seliri wrote:</cite></p><blockquote><p><cite>Proud_Silence wrote:</cite></p><blockquote><p>Lowering the already weak defenses in Freeport even more ? Just tonight i ran into a lvl 95 Epic guard in Elder Grove in Qeynos, thought that's like a suburb part of the city ... ? And you know what lvl the guards at South Freeport Bank are ? Like 36 Heroic.</p><p>What's going on ???</p></blockquote><p><span style="color: #ff6600;">PvP promotion</span></p><p><span style="color: #ff6600;">u mad?</span></p><p><span style="color: #ff6600;">2 other cities & many guild halls available</span></p></blockquote><p>Wow Seliri a shame to see you degenerated into someone using "u mad"</p><p>It looks like you haven't played EQ2 lately, so why comment on state of the game ? Haven't seen Seliri or your boxed toons anywhere.</p><p>You're weak try to explain how to avoid the current issues is just that. Weak.  AoD NPC's are only available in Qeynos and FP. Yet Q's can have 20k plat on them while peacefully browsing reforger and merc, and FP has to go without cash, while trying to figure out what kind of stats you can even pick at reforger, to the abuse the immunity timer after zoning to pick up some money and quickly reforge while immune to pvp.</p><p>It's not about the pvp itself, it's the unfair advantage Q's have over FP since GU !</p><p>And there i thought you were one of the few who can actually read between lines.</p>

Azekah1
12-15-2011, 05:07 PM
<p>remove all immunities, EVERYWHERE : )</p>

Seliri
12-17-2011, 08:29 PM
<p><cite>Azekah1 wrote:</cite></p><blockquote><p>remove all immunities, EVERYWHERE : )</p></blockquote><p><span style="color: #ff6600;">you owe me 320 bucks you coward</span></p><p><cite>Proud_Silence wrote:</cite></p><blockquote><p><cite>Seliri wrote:</cite></p><blockquote><p><cite>Proud_Silence wrote:</cite></p><blockquote><p>Lowering the already weak defenses in Freeport even more ? Just tonight i ran into a lvl 95 Epic guard in Elder Grove in Qeynos, thought that's like a suburb part of the city ... ? And you know what lvl the guards at South Freeport Bank are ? Like 36 Heroic.</p><p>What's going on ???</p></blockquote><p><span style="color: #ff6600;">PvP promotion</span></p><p><span style="color: #ff6600;">u mad?</span></p><p><span style="color: #ff6600;">2 other cities & many guild halls available</span></p></blockquote><p>Wow Seliri a shame to see you degenerated into someone using "u mad"</p><p>It looks like you haven't played EQ2 lately, so why comment on state of the game ? Haven't seen Seliri or your boxed toons anywhere.</p><p>You're weak try to explain how to avoid the current issues is just that. Weak.  AoD NPC's are only available in Qeynos and FP. Yet Q's can have 20k plat on them while peacefully browsing reforger and merc, and FP has to go without cash, while trying to figure out what kind of stats you can even pick at reforger, to the abuse the immunity timer after zoning to pick up some money and quickly reforge while immune to pvp.</p><p>It's not about the pvp itself, it's the unfair advantage Q's have over FP since GU !</p><p>And there i thought you were one of the few who can actually read between lines.</p></blockquote><p><span style="color: #ff6600;">lmfao brah, you're being way too oversensitive & personal over shallow jit</span></p><p><span style="color: #ff6600;">im weak because i recognize that people would prefer Qeynos to lose city pvp rules as well?</span></p><p><span style="color: #ff6600;">nay good sir.</span></p><p><span style="color: #ff6600;">SOE is in the wrong here for not equalizing with expedience.</span></p>

Neskonlith
12-20-2011, 02:37 AM
<p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=512161" target="_blank">from Test patch notes:</a></p><p><span ><p style="margin: 0in 0in 0pt; padding-left: 30px;"><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;"><em>The City of Freeport</em></span></span></p><p style="margin: 0in 0in 0pt; padding-left: 30px;"><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;">There is now only a single patrolling wraithguard within the passage way of the Overlord’s Plaza. The static wraithguards that were blocking the entry way from North, East, West Freeport have been removed.</span></span></p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"> </p></span></p>

Ahlana
12-20-2011, 09:58 AM
<p><cite>Neskonlith wrote:</cite></p><blockquote><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=512161" target="_blank">from Test patch notes:</a></p><p><span><p style="margin: 0in 0in 0pt; padding-left: 30px;"><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;"><em>The City of Freeport</em></span></span></p><p style="margin: 0in 0in 0pt; padding-left: 30px;"><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;">There is now only a single patrolling wraithguard within the passage way of the Overlord’s Plaza. The static wraithguards that were blocking the entry way from North, East, West Freeport have been removed.</span></span></p></span></p></blockquote><p>Seriously can we get some equal treatment at least.. Open up Qeynos and remove some of their guards.</p><p>This is starting to get ridiculous (not the FP PVP, but the fact that Qeynos isn't and they keep making it easier for them on us)</p>

Seliri
12-20-2011, 10:17 AM
<p><cite>Ahlana wrote:</cite></p><blockquote><p><cite>Neskonlith wrote:</cite></p><blockquote><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=512161" target="_blank">from Test patch notes:</a></p><p><span><p style="margin: 0in 0in 0pt; padding-left: 30px;"><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;"><em>The City of Freeport</em></span></span></p><p style="margin: 0in 0in 0pt; padding-left: 30px;"><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;">There is now only a single patrolling wraithguard within the passage way of the Overlord’s Plaza. The static wraithguards that were blocking the entry way from North, East, West Freeport have been removed.</span></span></p></span></p></blockquote><p>Seriously can we get some equal treatment at least.. Open up Qeynos and remove some of their guards.</p><p>This is starting to get ridiculous (not the FP PVP, but the fact that Qeynos isn't and they keep making it easier for them on us)</p></blockquote><p><span style="color: #ff6600;">LOL, oddly amusing & no idea why they dont open Qeynos up to no city PvP rules...~_o</span></p>

Aklira
12-20-2011, 12:38 PM
<p>Freeport  was created as a PVE server.. IF Sony changes it to accommodate the PVP ppl that lost their servers then they need to give ppl that created their toons on the server when it was PVE the option to switch to a PVE server without incurring the normal server change costs. That would be the only fair thing to do if the server is going PVP. Not everyone likes PVP and not everyone wants to participate in it. </p>

Ahlana
12-20-2011, 01:48 PM
<p><cite>Aklira wrote:</cite></p><blockquote><p>Freeport  was created as a PVE server.. IF Sony changes it to accommodate the PVP ppl that lost their servers then they need to give ppl that created their toons on the server when it was PVE the option to switch to a PVE server without incurring the normal server change costs. That would be the only fair thing to do if the server is going PVP. Not everyone likes PVP and not everyone wants to participate in it. </p></blockquote><p>What the heck are you talking about. We are talking about Freeport the CITY not the server.</p>